Crystal Dragon - Walkthrough - Part 1 Taken from the Internet Last modified on May 8th, 2002 Jens Bischoff's walkthrough has been computer translated into English from his German version by using Alta Vista with further clarification from GE Trans, a German to English translation program, and I then worked on altering each sentence so that it actually made sense in English. Thanks to Christian Berger for final translation corrections. Crystal Dragon - Walkthrough - Level 01 After having rested oneself somewhat, readied the appropriate weapons, scribed possible spells, placed weaker party members in the rear, and arranged the remaining field pack as otherwise is advisable, you can refresh yourself and fill your empty water bottles only once at one of the two wells in the immediate proximity. Freshly strengthened one should now enter the barracks, that is being loaded, in order to somewhat supplement your inventory. The barracks guards will not notice you for the time being, because they're not allowed to leave their posts. Push the eastern button, which grants entrance into a secret space. Once the loading has been completed, one can get involved in a few fights in the barracks, whereby one should calmly use the advantage of the guards not leaving their posts. Since you can't open the locked door here yet, you'll have to return later. After you've defeated Captain Sandar, the left door can be opened with the Opal key and a blue jewel can be obtained. The Gold key found within fits the other door. The door that's behind it stops the guards and guards an Onyx key, which enables admission to the two equipment chambers and further progress in the barracks. Subsequently, you can at times dare venture into the well populated areas, however except for experience in the arena, there's not much else to be gained by doing so. Also there's a door that can be opened with the Onyx key, which disappears when inserted in the lock. Hence it would be preferable to save the key for later. There are numerous guards in here, but since they don't leave the arena, one can simply withdraw and so not create a larger problem. The door to the east opens itself periodically and each time allows a new guard into the arena. Therefore quickly enter and shut it, before it opens again in front of your nose. You'll find an Iron key next to a Copper key. The Iron key opens the northern door in front of the arena. Wait there as there are still another few ruffians about. Afterwards you can press the button, that's present behind an illusionary wall, and open up the way into the next level. Here one of the guards is in the possession of a Rusty key, which opens the way into level 2 after a short endurance test. Crystal Dragon - Walkthrough - Level 02 If the door to the guard room is impacted, the guard therein can't get out. Get the Short Sword from the shelf then turn right and head through the illusionary wall to get the helmet. Push the button (at X:10009, Y:10000) to dissolve a wall (at X:10008, Y:09998) so you can gain access to the next area, where you'll have an immediate encounter. Further battles await in the barracks, where again the guards will not leave their posts to attack you. There's another button in here next to the apple, which causes one of the two columns in the previous space to disappear. Pull the decorated dagger from the half-open door or press the button in the space between the two columns. Now you can use the Opal key to open the southern door in the area where you began on this level. Go through and you'll encounter another battle. Before continuing on, you should go and vanquish the general and his minions. By means of an opening, the second column can be made to vanish, revealing a door, behind which is a green jewel. If you weren't fast enough, you can try again by placing an article briefly into the niche, in order to make the column disappear again. After defeating General Garrock and his guards, you can find a gold coin among other things. The door will shatter, and after further combat, we continue to descend into the darkness. If you want the Wand of Light or the Long sword here in the dust, you should immediately step to the side or rear of one of the two articles after seizing it, since you can thereafter take a nasty fall into the next depth below! Enter and use the rope you took from the storeroom on level 1 to descend into the open pit. After some arguments you should have obtained red and yellow jewels here. Be sure to jam the door with a dagger before heading back up the stairs. Then insert the yellow and red jewels into their suitable receptacles. Then climb downward and place the green and blue jewels into the suitable holes. Above the now freed stairs you see a staff above two additional closed doors. Blocking the doors saves you from some sparring partners. Moreover the push of a button allows you through there by way of a shortcut. The Opal key provides your admission to the Guardians of the Staff. As soon as you've looked around here, skillfully negotiated the moving pits, and dexterously overcome the flying skull, you can take the rope down to the next level. Here you immediately again get to deal with the skulls, before worrying about the three doors which can be bashed. Furthermore each of the four buttons opens up an elemental stone, which you should collect. Subsequently, teleport back upward again. With the four stones you've just obtained, go again to the Guardians of the Staff, and place the four elemental stones into their respective niches. When the last jewel is in place, a wall (at X:10004, Y:10007 on level 3) opens, and some flying skulls rush out against you! Now you must open the northern door here, from which stairs descend. Defeat the last flying skull and unlock a further door. Take the Rod of Resurrection and exit through the door to level 3. Crystal Dragon - Walkthrough - Level 03 If you need to rest up a bit during the clearing of the enemies in the immediate vicinity, you can retreat to the sanctuary of the room to the west. After you've overcome the reception committee of flying skulls and guards, you can close a pit to the northeast (at X:10012, Y:10007) by using the button directly around the corner (at X:10020, Y:10003). There're two doors, that can be bashed, behind the now closed pit. While the button in the northwest area causes another wall to disappear, and to block off some guards from attacking you, the button in the cells (there're silver coins in one of them) completely removes a wall to the north, which causes another button to appear. Search the grate (at X:10018, Y:09999) to find a Scroll of Light. Now go activate the most recently revealed button. Next vanquish the few effervescent skulls and grab the White Pearl key. Afterwards go far to the southwest, where you can open a secret space by pushing still another button, however a great many opponents reside within. The door which was situated somewhat more to the north can be smashed but it's rather tough. It's best to turn on the fireball centrifuge here using the push button (at X:10006, Y:10003) and then stand on the pressure plate to cause the wall (at X:10007, Y:10004) to disappear, which still protects the door from the fireballs. After you've heard approximately six fireball detonations, step off the pressure plate, as you don't want to give away experience points. When all of the creatures inside have been slain by the fireballs, stand on the pressure plate again to cause the wall to reappear, then head inside and pick up the Sacrificial Knife. The flying skulls waiting behind the door also bring additional experience. You can if you want, rope upwards and press the button, which causes a wall to disappear in the southern part of the above level. If you passed the endurance test, you'll encounter some weaponry material as well as a wall, which should slope downward. You'll reach the guardroom above the stairs and so close another upward experience donor. There you have all the time in the world to take care of any necessary cleaning up that you may need to do. A button here makes a Black Pearl key attainable in an alcove, and another one opens the door. If you still haven't done it, on your way to the northeastern stairs, you can still take a quick look in the sanctuary, but it contains nothing special. Thus the stairs descend a bit and in exchange for taking care of the Legions of Death behind the door, the Black Pearl key can be obtained. Here simply walk further down, and you'll soon stand before level 4. Crystal Dragon - Walkthrough - Level 04 The initial square that you're standing on when you enter the level is a "safe" area in that your enemies will not attack you on this space. You can retreat to it to rest if you need to rest. Scour the area and eliminate the guards, then hit the northern door (at X:10027, Y:10000) to cause a pressure plate to rise, which is the trigger mechanism for four traps! Move forward onto the pressure plate then quickly withdraw a step in such a manner that you are only met by a few weak fireballs, but exempted from damage by the poisoned blow darts, which can absolutely do you in. Push the button in this area to remove a wall behind you, which allows you access to the stone footsteps, where you can press a button to the north to open a door in the south. You'll find stairs leading downward behind the door and rather harmlessly make the acquaintance of your first Zombie, who quietly sneaks about there! Press the lone button so as to drop the Zombie into the best nearest pit, after which you can find Turen's skull, which can be used for teleportation spells. Return to the stone footsteps via the more southerly teleport and check your magic map for the location of the "safe" places to step, then skilfully meander to the east, until you have the Ruby key. If you wish, you can again tie and beat up another Zombie, then return on foot or via the teleporter, to where in the extreme southwest a wall has now disappeared. If you wish to evade some battles, as well as plentiful additional experience, you can immediately snatch the Marble key in the southeasternmost space and use it to disappear into level 5. You can however use the Ruby key in the door enclosing one or more zombies to get a good weapon (see below). However you might try to be a little more courageous and turn to the equally well strengthened guard room, which additionally however places high requirements upon your condition and limitations upon your possible retreat due to the formation of the walls, however the experience gained will be worthwhile! However don't quench your thirst here, because the well is poisoned! Still more experience is obtained as soon as you take the parchment from the niche in the southeast. Press the button only after the massacre, since otherwise even a berserker would be powerless against the immense onrushing attack! However one can lure the guards out into the small space behind the door and wisely fight them there, where you can at least now and then close the door, in order to rest. However since you're not the only one who can operate the doorknobs, this protection never lasts for a long time. Jam the door from the inside with a dagger if your party needs a rest. Under no circumstances should you leave the Marble key which can be found here! If you receive a beating by removal of the poisoned apple, you could have avoided it by using the Ruby key, which was already used a while ago... Finally you can enter the northern space via the right door. The steely Zombies are quite numerous and the just as numerous rats can taste delicious. By the way the doors can no longer be closed after opening them once. Finally we open the door to the level 5 with the Marble key and enter. Crystal Dragon - Walkthrough - Level 05 You'll be immediately attacked by a Skeleton Warrior as soon as you've entered this level. You need to deal with it quickly to prevent more of them from teleporting in to do battle with you. If you want a bit more experience, you can take your time fighting the Skeleton Warrior. After you've hung around here as long as you wish, smash the eastern door and step on the pressure plate. There's an illusionary wall to the left of the pressure plate behind which is a healing potion. You'll shortly thereafter see confusion spells being fired across the course containing numerous rotating spiked fields. In order not to lose control of the party here, your group leader should be placed in the second row and your other adventurer directly in front of him so that the adventurer will intercept and take the brunt of the confusion spells. On the way take the bronze coin from the Gulli and a few paces farther along you can find still another poisoned blow dart amidst some other inferior items. Open the door at the end of the course, and dispatch the Zombie, then press the button. On your return you can also press yet another button, which after a short fall, you'll arrive amidst some additional interesting articles. The teleport is the quickest way to return to the starting point. Hit the eastern door again and press the button to the south, then quickly step back to avoid the the fireball, then head through the open door. After struggling with one or more Zombies, jump in the Teleporter and push the button (at X:10044, Y:10014) to cause a wall to disappear. You'll find some Revive potions and another button. Push it then take the Emerald key from the niche, whereupon some fireballs begin to spurt from the hole in the northern wall. Remain in front of the niche until you recover your health, then again use one of the two teleports to return to the starting point. Now again hurry by the tattered door and turn to the northern fields. By stepping on the pressure plate a secret space opens in the east, which allows a whole horde Zombies to emerge. Be absolutely sure to steal the small statue in here and press the button. Subsequently, recheck the area beyond the pressure plate from awhile ago, because a few Zombies are likely to be roaming around there. While you can safely take the sapphire from the niche, the removal of the salted meat causes an attack of particularly strong fireball from behind. Thus you may find it safer and smarter to leave the meat alone. By means of a small Teleportation hopper, one finds a blue jewel among other things. Return to the starting area again, and the western tower can now be tackled. Press the button in level 5, place the sapphire into the hole in level 4, and the door can be opened with the emerald key. Pushing a button in the a wall in level 5, reveals a secret space with quite a few Skeleton Warriors, which finally offers the possibility of replenishing your water reserves. Now again near the end of level 4, where after flogging some Skeleton Warriors, you can climb the rope back up to level 5. The Skeleton Warrior confrontation continues here. You can open the door here if you have the Iron key from level 1 (again demonstrating the importance of not throwing away old keys)! Towards the stairs you arrive at depth 1, in which you free the way by fully squeezing the keywords on the door and descending on the rope by the pit to the south down to depth 3. After a short combat, press the button, hit the door, and take the western pit down into depth 4. Hopefully have you some insignificant article available, because after a short battle, such an item must be placed on the small pressure plate, in order to open a pit allowing you to continue. One depth further down you again have the agony of selecting such an item to be placed in the golden center in order to reach a Sapphire key. A protection ring will be received from a ("Gulli"). The teleport thus developed, beams you directly before the door, where by inserting the Sapphire key just found, frees the way to level 6. Crystal Dragon - Walkthrough - Level 06 Don't bash down any wooden doors on this level! If you've eliminated the sentries, hit the guard room door to also directly meet the attendants, which you also must dispatch. The fought for Amber key to the guard room door can be used here to allow the Drogs egress, where they can be vanquished on the spot. The Drog stable opens its gates, as soon as you push the button near the guard room door! Immediately retreat to the guard room and close the door before any Drogs have exited. Admit the Drogs into the guard room one at a time and dispatch them all in this manner. First arm your party with two weapons each and be prepared to cast Magic Missile spells. Now head into the Drog pit using the rope. It's best you first of all hasten into an alcove and keep to yourselves so that at least your backs are covered. After you've mastered the attack, go on a small excursion and open the store by force, then go further via the eastern door, which can be opened to gain access to depth 1, and after a short fight, push the button to create a connection with the previous premises. Head down again, and avoid the pressure plate to evade further Drogs, or your may wish to fight them. Moreover the Drogs' meat contains an incidental curative effect! Press the two buttons and after passing two pressure plates, you'll find another button, that activates a teleport, by which you come to the key room. Throw an unneeded article to the west to close the pit and gain access to the Topaz key. Subsequently again return by means of the Teleport, stalled on the quilted pressure plate the confusion has come to an end. Whomever has no desire for a rotating turn, should take a step forward and press the button. Then go through the wall that vanished. However be careful that you do not fall confusedly into one of the wandering walls that were dug! Should you nevertheless fall down, climb the stairs and again press the button. One who loots the niche, will again be punished with confusion! Somewhat west you'll find another scroll, with which you can shorten the return to the guard room. The door to level 7 can be defeated with the Topaz key, which opens into a secret space, which accommodates nothing earth shaking except for a pack of Drogs. However to the east of the pit still another secret space is located. Crystal Dragon - Walkthrough - Level 07 After you bash in the wooden southern door, enter the room and take the Lightning scrool and scribe it. You must first press the northern button and then the western button, or nothing will happen! Since this opened a door to the Drogs, you get to fight some more of them. In the Drog room an exclusive pressing of the eastern button, causes a wall to disappear in the south of the armory. After this it's again necessary to push a button causing a wall to crumble and to subdue those lurking flying heads behind it. Here there's a button, which dissolves a wall in the north, and a further button in the northwest, which briefly opens the door to the Fountain of Healing. Thus you'd be wise to hurry to the southeast, even if a fluttering skull wants you to stop! Since the fountain not only slakes thirst, but also regenerates hit points, you should fill all your water bottles with the healthful water. The button can be pressed again at other times to regain entry, however sometimes patience is required. Continue and cross over a vanished pit in the southwest to where again a button must be pressed. You now arrive somewhat east of the Granite key, with which the door (at X:10007, Y:10015) that can be found here can be opened. You can cause the eastern pit to disappear, by throwing away an unneeded article over the southern pit, never to see it again. Press the button and take the Bronze Breastplate from the niche. Now still another fine weapon can be skimmed from the north of the pit space. After the poison ball centrifuge grows silent, again return all the way back into the war dog room, wherein an Agate key waits, which by the way is a half jewel. Now is the latest that you should descend by rope into one of the many pits. You'll be set upon by Drogs and guards. There's a button to be pressed in the southwest, which opens a door in the northwest, and at the same time the door somewhat east, which can not be closed again. The fluttering pears stop short and you can, by pushing a button, dissolve still another wall to the east in this level. The attainable button would have done the same thing, but if you come from the armory it's thus equally functionless. Back in depth 1, return to the Drog's room, where you now arrive via Teleport into the aforementioned armory. After the flying skulls are also slain here, you can again go, properly fitted out, back to the starting space and use the Agate key to open still another door there. There's a pit behind the next door. In the hail of confusion spells and fireballs you need simply to deposit the gold coin on the small pressure plate before you. Hopefully you can acquire the four precious metals, or they'll otherwise be teleported upward again. One level down the unimpacted door can be quite normally opened (with pressure on the doorknob). You next come to Edrik's tomb. From here on you absolutely must open the doors by using the doorknobs, in order to be afterwards able to steal the two-handed sword and the shield from the burial ground problem free. You can also obtain Edrik's Teleportation bones. Cast your lightning only around the ears in the head of the dead warrior. Are you brave enough to allow it in the tomb? You can banish the field blocking the return by closing the door again. You can descend another level by placing the silver coin on the small pressure plate. Leave the bronze coin to continue. After you've placed your last coin here, as described at first in the Scroll, or pressed the button (which has the same function), return again with bags full gravel via Teleport to depth 1, where still wait two arms sections behind the now vanished column. Excellently equipped, you can leave the ugly yellow walls and rise by the last door into the nobler arch of level 8. Crystal Dragon - Walkthrough - Level 08 After the reception committee is smashed, press the button directly beside the stairs. If you head down the ropes into the first two pits on this level, you'll find dead rats, but who cares? If you place Edrik's armament into the appropriate niche(s), as has been noted on a scroll, the northern door opens and you can get the weapons therein. However before you steal the Bag of Holding, you should be aware that by stepping on the southern pressure plate and then pushing the button (negates/reduces the possibility of retreat?) and opens the way for Paroli Skeleton Warrior guards to attack. In an emergency you can retreat to the north where a quiet space or the stairs can be used as a safe haven. The reward of a Steel key beckons you to a successful quick battle celebration. With these you may now confidently nab the carrier bag nab. Then fight your way forwards through the guard room, which is only patrolled by one guard, and makes it a bit tougher. You are compensated for your trouble with an Ivory key. You can neglect the button here, since it would have closed only one pit, which you've already taken care of anyway by stepping on the pressure plate. Further experience donors are present to the southeast, after destroying a door or wastefully sacrificing the Steel key. The adjacent stores likewise can be broken open, save not only a longer rope, but also when you push a button, reveal still different useful things. Back in the rotary field area on level 5, a button to the north enables further progress here. If you first activate the adjacent eastern button, then the southern one, and finally the western button, a column disappears, and access is granted to a Quartz key and a wider button. The switch dissolves a wall, while the key continues to be of use only back in the southwest, where you are again confronted with some guards. Stepping on the pressure plate unloosens a centrifuge, so you should quickly move to the side to avoid it. Only the eastern impacted door should be hit. If you have enough hit points and want more experience points, you can hit the other one as well. Stepping on the pressure plate turns two rotary fields on to the right and left of you. You should now access the Bloodstone key, which starts up two more rotary fields, to spit and the holes along the walkway begin to spit fireballs, whereby take an escape route through the already smashed door, which brings you up against smaller fireballs. If both doors were opened by force, one should disappear immediately on the path above so as not to be confused by the rotating fields, because a false step could mean immediate death here! With the new key go afterwards again back to the northeast, where with its assistance the door into the next level can be opened. By the way, from here up to the southeastern fountain all other thirst quenchers are poisoned! First you run to the east, where after hitting a door and overwhelming some guards, you'll find a Copper key. Head northwest, beyond the walled pit, and use the Copper key in the door. Since you have sufficient time, rope smoothly around after two buttons and two walls will disappear. Overcome the guard to enhance your inventory somewhat. After the Teleport has again returned you, head behind the wider door. The Skeleton Warrior guards here under no circumstances want to leave and thus make light work of retrieving the booty from this space. One of the guards leaves a Brass key. Continue east and push a button to make a wall disappear, behind which the Brass key just fought for and the weapons to be used immediately thereafter are located. You receive a Platinum key for your trouble, which perfectly matches the door to the guard room in the south. After renewed force meter the button opens the door completely in the east. After further forceful encounters, open the button the door directly east. No matter how quickly you snatch the chrome key, you will fall unpleasantly into the depth below. Que sera sera! Who on the search for a few switchblades is, here only the dead rat needs to remove and to step better also to the page - voila! Whom that is on the quest for a few switchblades, needs only to lift the dead rat here and it's better also to tread on the side - and voila! Head back up the stairs again and push the button to return to familiar premises. The last door can now be opened with the Chrome key, where after a further fray, a poisoned arrow is absolutely to be taken along, before one descends to the eyes of Ariath. To be continued next issue - o -